SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Intrigue at the Museum: Facilitating Engagement and Learning through a Location-based Mobile Game
10 references·3 citing·43 second hop
Intrigue at the Museum: Facilitating Engagement and Learning through a Location-based Mobile Game (2014)Intrigue at the Museum: Facilitating Enga…Storytelling on mobile devices for cultural heritage (2012)Storytelling on mobile device…From game design elements to gamefulness (2011)From game design elements to …Curiosity, interest and engagement in technology-pervasive learning environments: a new research agenda (2011)Curiosity, interest and engag…Museums and Education: Purpose, Pedagogy, Performance (2007)Museums and Education: Purpos…Learning for Fun: The Unique Contribution of Educational Leisure Experiences (2006)Learning for Fun: The Unique …Mystery in the museum (2005)Mystery in the museumLearning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning from Museums: Visito…A Framework for Task-Based Learning (1999)A Framework for Task-Based Le…Time-based behaviors at an interactive science museum: Exploring the differences between weekday/weekend and family/nonfamily visitors (1997)Time-based behaviors at an in…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition (2023)Designing and Evaluating Aven…Experiencing art from a distance. Digital technologies for museums during and beyond the pandemic (2021)Experiencing art from a dista…A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)A Systematic Review of the De…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)The Emerging Neuroscience of Social Media (2015)Using Smartphones as Experimental Tools—Effects on Interest, Curiosity, and Learning in Physics Education (2018)Homo Curious: Curious or Interested? (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Learning Conversations in Museums (2003)Conservation learning in wildlife tourism settings: lessons from research in zoos and aquariums (2007)Travel and Learning: A Neglected Tourism Research Area (2011)Signaling in virtual reality influences learning outcome and cognitive load (2021)Morphology of the folktale (1958)Attention, intentions, and the structure of discourse (1986)The Narrative Construction of Reality (1991)Integrating a Location-Based Mobile Game in the Museum Visit (2015)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives (2018)The Electronic Guidebook: A study of user experiences using mobile web content in a museum setting (2003)Exploring problem solving patterns and their impact on learning achievement in a blended learning environment (2010)Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis (2010)Human-Computer Interactions in Museums (2019)Family behavior and learning in informal science settings: A review of the research (1994)Science Centres and Science Learning (1996)One teacher's agenda for a class visit to an interactive science center (2000)The Exploratory Behavior Scale: Assessing young visitors' hands‐on behavior in science museums (2010)First Impressions in Human--Agent Virtual Encounters (2016)The Museum Experience (2016)Virtual museums, a survey and some issues for consideration (2009)Visitors’ learning for environmental sustainability: Testing short- and long-term impacts of wildlife tourism experiences using structural equation modelling (2010)Visitors’ memories of wildlife tourism: Implications for the design of powerful interpretive experiences (2010)Going beyond the Native Speaker in Language Teaching (1999)Second Language Accent and Pronunciation Teaching: A Research-Based Approach (2005)Task‐based language teaching: sorting out the misunderstandings (2009)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Museum experiences that change visitors (2009)Museums and the ‘new museology’: theory, practice and organisational change (2013)Museums, Equality and Social Justice (2013)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1999A Framework for Task-Based Learning1,975 cited
  • 2000Learning from Museums: Visitor Experiences and the Making of Meaning1,892 cited
  • 2011Curiosity, interest and engagement in technology-pervasive learning environments: a new research agenda302 cited
  • 2007Museums and Education: Purpose, Pedagogy, Performance262 cited
  • 2006Learning for Fun: The Unique Contribution of Educational Leisure Experiences215 cited
  • 2012Storytelling on mobile devices for cultural heritage134 cited
  • 2005Mystery in the museum92 cited
  • 1997Time-based behaviors at an interactive science museum: Exploring the differences between weekday/weekend and family/nonfamily visitors77 cited

Cited by

  • 2019A Systematic Review of the Definition and Measurement of Engagement in Serious Games77 cited
  • 2023Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition8 cited
  • 2021Experiencing art from a distance. Digital technologies for museums during and beyond the pandemic5 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work